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Be fast, be first and be famous as the race returns in GRID 2, the sequel to the BAFTA-award winning, multi-million selling Race Driver: GRID. Experience aggressive racing against advanced AI and become immersed in the race with GRID 2's new TrueFeel? Handling system which powers edge of control exhilaration behind the wheel of every iconic car. The next generation of the EGO Game Technology Platform delivers genre-defining visuals and jaw-dropping damage as you prove yourself across three continents in a new, evolving world of motorsport. Earn fame, fans and fortune as you blaze your way to the top in intense, relentless races on licensed circuits, beautifully realised city streets and lethal mountain roads. GRID 2 will also set the new standard for multiplayer racing with innovative modes, an entirely separate progression system and deep integration with RaceNet, the free online extension for Codemasters Racing games.
To me it looks like you are advocating this by misrepresenting facts. The facts are clear: TPM schemes (from Microsoft, Sony, Nintendo, etc) successfully make life miserable for legitemate users but "pirates" (the real target) are affected barely at all. The only exception are online games - and only because the server can prevent cracking attempts. Server can do this with or without TPM...
I obviously mean commercial success. Yes, PS and XBOX were cracked, however not a single one of the people I know (including me) uses a crack. In percentages, how many people are using a cracked console, you think ? (I am not sure but isn't cracking a violation of the DMCA ?) To me it looks like miserable failure of TPM: legitimate fair use it severely crippled while "pirates" are not really punished... Game consoles are not a commercial failure. Any other kinds of failure (like ethical) are unimportant for the businesses who rely on TPM. Plus, to be honest TPM on a game console isn't limiting my freedoms in a significant way. I buy a game, I play it on many consoles - what's the big deal ? On top of that I can be reasonable sure that other online players with consoles are not cheating. Go explain to Joe Average that this is a bad thing. To me it looks like you are advocating this by misrepresenting facts. The facts are clear: TPM schemes (from Microsoft, Sony, Nintendo, etc) successfully make life miserable for legitemate users but "pirates" (the real target) are affected barely at all. The only exception are online games - and only because the server can prevent cracking attempts. Server can do this with or without TPM... The fact is TPM is here and is most likely here to stay for the foreseeable future. Music, movies, games - it all fits perfectly. Just because you don't like what I am saying (even I don't like what I saying), doesn't mean I am misrepresenting facts, let alone advocating for trusted computing. We don't have a chance of fighting this effectively if we close our eyes to reality and to the obstacles we face. Saying that it is unfair, hurts users, etc, doesn't matter as long as it is a huge commercial success. We don't like it -> we must change the laws. Second Life and Open Source Posted Dec 16, 2006 17:49 UTC (Sat) by drag (guest, #31333) [Link]
Anyways. You attributing the success of PS1/PS2 and Xbox to some sort of copy protection sceme is misplaced.People would of bought them either way.ID software allows you to download the game itself off their ftp server. You just need the data files. It's not regulated, it's no charge. The 'cdkey' protection is laughably easy to circumvent. But they are still able to make a boatload worth of money. Sure you didn't know anybody that used cracking to circumvent Xbox protection, but I bet you also didn't actually ask anybody did you?My mom had a plumber try to sell her PS games for a dozen for 20 bucks when he found out that I liked playing video games. Yes, it was a bit weird.I know people that have cracked Xbox scemes to install Linux.I've cracked protection scemes in DVD devices to play non-US videos.I knew a guy that cracked the protection scemes in his PS2 so he could play japanese games in it.I would say that these devices succeed despite the protection scemes. Second Life and Open Source Posted Dec 16, 2006 18:49 UTC (Sat) by mikov (guest, #33179) [Link]
I don't see the connection. Second Life is a game. People want to pretend they are in the real world there. In the real world you can't arbitrarily copy physical objects. Secondly, it is not clear at all how such a business model can be applied to a game and whether it would be profitable. AFAIK, RedHat makes most of its money from support for corporate customers. Again - nothing to do with Second Life's customers. Besides, "trusted" computing is just as likely to fall to some sort of class break as any previous attempt to do the same (eg. Xbox and numerous other game consoles, printer port dongles, strangely formatted floppy disks, etc. etc.) Don't get me wrong. I want this to happen. I hate trusted computing. However, XBox was only Microsoft's first attempt in trusted computing. They are bound to get better at it and it will become progressively harder to break their next attempts. For example if everything is on a single chip, it is practically unbreakable. Even now most people wouldn't/couldn't do the required hardware modifications themselves and in some countries it is illegal to sell already cracked consoles. On top of that in the US it is probably illegal to crack your own console ... Second Life and Open Source Posted Dec 21, 2006 18:32 UTC (Thu) by rwmj (subscriber, #5474) [Link]
That's not to say all apps are winners. I'm not a big fan of the casual games like "Crossy Road" or "Alto's Adventure," but I do realize there probably is an audience for those. I'm more interested in seeing big-name game publishers take a crack at the Apple TV. 2b1af7f3a8